Ultimate Lingo

What's a huck? A bid? Read on to learn the basic Ultimate vocab...

air bounce: a backhand or forehand throw that is released slightly downward, but is buoyed by a cushion of air.

aggro: abbr. aggressive. Referring to poor spirited, overly aggressive play by an individual or team. ("I can't believe how aggro they are")

away: the side of the field opposite to where your team has piled its gear. To force away would be to force the thrower to throw toward the away side of the field.

backhand: a standard throw; right-handed player places thumb on top of disc, curls fingers underneath, extends arm to left side of body.

banana cut: an easy to follow cut where the offensive player runs in an arc instead of sharply changing direction.

bear-ninja-cowboy: to determine who begins the game, instead of a flipping two discs, a team may opt to do bear-ninja-cowboy instead. Bear beats ninja; ninja beats cowboy; and cowboy beats bear. To do this, representatives from each team stand back to back, walk three paces, turn around and act out their chosen character.

bid: an impressive attempt to catch the disc.

bingo: a receiver pre-designated to catch the disc in the endzone and score the point.

blade: a throw that goes high in the air and curves hard toward the ground on its edge.

boulder: cut a cut where the offensive player runs as if to go long and then cuts back toward the thrower. A reverse boulder involves the offensive player running toward the disc and then running long.

box: a scrimmage version of ultimate played with a half field and less players where the disc must be caught in a small square area marked by cones.

break-force: a throw which moves the disc to an area of the field away from where the marker is forcing the thrower.

brick: the rule allowing the receiving team to start from the middle of the field at the point where the disc went out or a point ten yards upfield from the goal line they are defending if the disc landed out of bounds. The thrower must call "brick" before the disc hits the ground.

bullet: any throw that is thrown with a great deal of speed.

check disc: stopping play to throw the game disc back and forth to check for damage to the disc shown by wobble in its flight.

chilly: to slow down play and not throw the disc away by being hasty. Used instead of yelling "you've got time!" so as to not inadvertently cause a time-out.

clear: to run out of the passing lanes in order to avoid clogging after an unsuccessful cut.

clog: to prevent good cuts by standing in the way of your teammates and not clearing.

cone: any marker used to mark the boundaries of the playing field, usually consisting of triangle and flat cones.

cup: in a zone defence when two or more defensive players mark the thrower and move with the disc when it is thrown.

cut: a run by a receiver to shake his defender.

D: abbr. defense.

deep: 1. a defensive or offensive player who generally stays in the area of field furthest toward the endzone to be scored in. 2. to run toward your endzone as an offensive player.

disc: the "Frisbee" used in Ultimate with an official weight of 175 grams.

disc in: called by the marker or player to signal that the disc is in play.

double happiness: the feeling you get when you block the opposing player's pass on defence and then immediately cut and receive the disc to score the point.

dump: 1. to pass the disc backwards. 2. an offensive player positioned as to receive a dump pass.

fake: a motion made by the thrower to cause his mark to believe he is going throw one direction instead of another.

flick: a throw similar to skipping a stone across water where the thrower holds the disc with the thumb on top of the disc and the first two or three fingers underneath.

flow: when the offensive team connects a number of passes together to advance the disc toward the endzone they are attacking.

force: when a defensive player positions in such a way as to allow the thrower to only be able to throw the disc to one part of the field. The direction you want them to throw is the direction of the force.

forehand: same as flick.

gratuitous: used to describe a showoff move (e.g. layout, hammer) that, while impressive, was not remotely necessary. ("He had an easy bid, but he went for the gratuitous layout")

gender across: used to indicate that each defending player is going to check the corresponding player of the same gender on the line directly across from them.

give'n'go: when two players pass the disc back and forth repeatedly as they move forward.

go through: called out to advise a player not to pick up the disc off the ground after a turnover but to run forward and allow the disc to be picked up by a player further back.

greatest: where a player leaps from in-bounds and while in the air catches and throws the disc to a teammate before landing out of bounds, and by doing so the receiver's team maintains possession. As the name implies, it is "the greatest" play in Ultimate.

hammer: an overhead throw with a forehand grip in which the disc is released at an angle so that it flattens out and flies upside down.

handler: 1. one of a team's primary throwers. 2. in a standard zone offence, one of the three players who swing the disc from one side of the field.

heckle: the art of standing on the sideline and teasing the players on field through the use of inventive language and/or psychological manipulation.

high release: a backhand throw held and released over the thrower's head; very difficult to block.

ho: abbr. horizontal. ("Why didn't you go ho for that disc")

home: the side of the field where your team has piled its gear. To force home would be to force the thrower to throw toward the home side of the field.

hospital pass: a high floating pass which has the effect of bringing two or more players together into a collision as they sky for the disc.

huck: a long throw, equivalent to a long bomb in football.

I-O: abbr. inside-out; as a backhand, a throw to the right that curves left; as a forehand, a throw to the left that curves right.

ibu: abbr. Ibuprofin. Used almost fanatically by Ultimate players.

layout: the act of diving while running in order to catch a disc out of your ordinary reach. ("If you didn't catch it, you should have laid out").

line: 1. when each team stands in a row at the front of their endzones at the start of each point so that the players of the other team can choose their check ("Hey you guys, hold the line!") [see check]. 2. the sideline portion of the field. To yell "no line!" is to tell the marker to prevent a throw down the sideline. [see force, break-force]

line-force: to force the thrower to only throw along the sideline that the thrower is standing at.

look off: when the thrower does not throw the disc to an open receiver.

long: same as deep.

mac: abbr. Midflight Attitude Correction or Mid Air Change. The act of redirecting a disc while its in flight to another player without catching it.

mac line: a fun game where two or more people stand in a line and a thrower throws the disc down the line to a receiver with each player in the line attempting to continuously "mac" the disc to the next player.

man-on: defensive strategy where each player picks one player from the opposing team to defend against during the point.

mark: in a man-on defence the player of the opposing team that each player pairs up with to defend and the act of defending against that player.

mid: 1. a receiver who cuts for shorter passes than the long 2. in zone play, the defensive players in the area immediately behind the cup. In standard zone defence the positions are mid-left, mid-mid and mid-right across the field from left to right as you face the opposing team.

O: abbr. offense.

O-I: abbr. outside-in; as a backhand, a throw to the left that curves right; as a forehand, a throw to the right that curves left.

pancake: a catch made with both hands coming together in a clapping motion on the top and bottom of the disc simultaneously.

pick: an intentional or unintentional block (like basketball) where a player gets between you and the player you are covering.

pivot foot: the stationary foot (left for right handers and right for left handers) that a thrower pivots around in order to throw around the marker.

poach: 1. the act of leaving your check during man-on defence in order to cover an area of the field. [see man-on] 2. any player who attempts this act.

point :1. the single value of each score 2. the play up until the score ("Wow, that was a long point").

popper: in a zone, an offensive player that cuts in and out for a short pass.

punt: a long throw with no realistic receiver, used to escape bad field position.

push pass: a slow moving forehand throw that spins in the opposite direction as a flick.

read: the art of judging the precise landing spot of the disc through observation of angle of the disc, speed, direction of travel and wind effect in order to perfect a catch or block.("Nice read!").

roller: a disc thrown so that it lands on its edge on the ground and rolls. Effective pull in windy conditions.

run through: what you shout to tell another player to run past the disc without picking it up.

savage: playing without subs.

scoober: a fast, difficult to intercept throw. Similar to a hammer, a scoober is thrown with all wrist and no arm.

sky: jumping to catch the disc.

spirit: sportsmanship which places the responsibility for fair play on the player. Highly competitive play is encouraged, but never at the expense of the bond of mutual respect between players, adherence to the agreed upon rules of the game, or the basic joy of play. "Win-at-all-costs" behavior is contrary to spirit.

stack: offensive strategy in which all the players line up down the middle of the field and alternately make cuts out of the stack to be open receivers.

stall count: the defensive player counts out loud to ten while marking the thrower. The offensive player must throw the disc before the first utterance of the word ten otherwise it's a turnover.

strike: to cut long as an offensive player.

strip: when a defensive player knocks or takes the disc out of an offensive player's hands.

SOTG: abbr. spirit of the game.

swill: a bad throw.

swing: 1. to pass the disc laterally. 2. a player positioned to receive a swing pass.

switch: when two defenders exchange the offensive players that they are marking.

T-O: abbr. turnover. Possession changing to the opposing team during play.

taco: a tacoed disc is one that is bent and wobbles in the air when thrown.

thumber: a throw similar to the hammer but the disc is held with the thumb underneath.

trap: to force an offensive player who has possession of the disc at a sideline to only be able to throw along that sideline.

travel: illegal movement by the player with the disc when a player moves his/her pivot foot or takes unnecessary steps after the catch or changes directions while slowing down.

ultimate: a non-contact sport played by two seven player teams. The disc may only be moved by passing as the thrower is not allowed to take any steps. Any time a pass is incomplete, intercepted, knocked-down, or contacts an out-of-bounds area, a turnover occurs, resulting in an immediate change of possession of the disc. A goal is scored when a player successfully passes the disc to a teammate in the endzone which that team is attacking.

up! called aloud by defensive players to alert teammates that the disc is in the air.

zone: a defensive strategy characterized by one or more players on the defensive team not marking a player on the opposing team, but an area.